Sulphur on 30/6/2017 at 09:50
Yeah, I've had similar musings on a procedural story generator that starts off with a set of variables - characters, event and incident trains, and locations connected to them that the game picks out at random at the start and then sorts through matrices to funnel the story down to the endpoint.
While it was a fun momentary conceptualisation, the reality is it wouldn't be fun to code at all; given that machines can't string natural language together with any sort of improvisational logic, you'd have to write the code that governs safe combinations and exclusions, as well as the narrative for every available scenario combination, which is something that'd be ridiculously difficult for X number of variables. I'd much rather just do an old-fashioned Twine story with branching choices where you have definite control over the amount of ballooning out (and sometimes, like in the thing I'm working on right now, even that control isn't always going to make things easy).
Today's observation: maybe it's called Rust because even though everybody starts off naked, they have no idea that their dinguses and bazoongas are the better option to screw people with.
icemann on 30/6/2017 at 10:45
Wasn't there an attempt to do that many years ago? Could have sworn I read an article on that. If I remember right the attempt failed as the games ended up disjointed.